Ah. Thanks again!
mqpiffle
[quote]Added xml support for city enchantments to ignore the essence requirement[/quote] How???
[quote who="Elmet" reply="88" id="3291023"]Did we get a Holy City spell?[/quote] Not yet.
[quote who="MarvinKosh" reply="8" id="3291128"]The debuff of Spell Resist does wear off fairly quickly, depending of course on how quickly the other player gets their turns (I think). Typically when I do play Empire, I need to get my debuff or damage spell in there next turn or the Shadowbolt is wasted.[/quote] Eh? The effect has a duration of -1, meaning it lasts the whole battle.
My reasoning is that spell resist is usually pretty hard to come by, so to be able to able to lower it by 5 (which is often >25%) without a resist check seems a bit awkward to me. But I do see your point.
The Shadowbolt spell and ability are not resistable, and in fact drain your resistance. Is this WAD, or a bug? If it is WAD, I suggest it be reconsidered.
Who da man?
I thought I saw a post a looong while ago about how one could create mutually exclusive level up abilities. I tried a search but came up empty. Can anyone shed some light on this topic? Thanks!
Those were the days of meaningful change logs. [e digicons]
nevermind, i figured out what i need to do. thanks!
I don't think you read my post. That's ok though...I'll go with what I have. Thanks.
I looked at it and I'd rather have the files be selectable within the module, so the user could select the entire module, or the files within it. I dunno, maybe that doesn't make sense?
Ok I'll check it out, thanks.
[quote who="Lord Xia" reply="2" id="3289276"] They concentrate their blast on one guy, and they can fuck shit up, that's 20-30 hp gone turn one.[/quote] Static blast attacks a random enemy. There is no AI, just the dreaded RNG. [e digicons]:cylon:[/e]
I have my mods set up in the Mod Manager now - thanks for this great tool! One thing I was wondering is if it would be possible to show all the files in each module so the user could select which files to use/not use. For example, in The Astronomicon each spell is its own xml file. I created it this way so the user could choose to not include spells(files) that they didn't want. This would be handy, too, because I have certain files that require a module to b
Ok folks. I just got all of my mod work integrated into the FE mod manager. The next release will include this and will be called simply Aetheria. All future work will come under the the Aetheria heading, and will be handled through the mod manager.
10:1 modding to play time sounds about right to me.
I assume deleting the botched folder would be advised?
Thanks! Earthmeld is a tactical spell. BTW where did the icons go in your screenshot? Also you need to delete and then reinstall the mod, including what's in the gfx folder. Roots is no longer a valid spell.
I've been messing with GIMP a lot over the past couple of days. I've already re-done the icons for Root and Spark. Lots-o-fun! These will be included in the next update.
[quote who="MisterAedan" reply="77" id="3287710"]Playing my third game with this mod (first time with latest version). Really enjoying all the new spells, seem add a lot of depth to the game (and Root and Lay on Hands saved my bacon several times in the first 30 turns, after getting stuck in a nasty starting position). Now I'm trying to find a good mage hero to raise as a wizard, those spells look ace! [/quote] Thanks for playing! Lay on Hands is a really</e
Version .80 is live. Download it here. ***Please remove all old versions before installing the new o ne *** [quote]+ [Change]Renamed Roots >> Earthmeld + [Balance]Increased mana cost of Earthmeld to 70 + [Fix]Sanctuary should now properly protect the spell target + [Balance]Increased mana cost of Root from 7 to 15<br
[quote who="Nekromanta" reply="76" id="3287662"]Any chance for cool death magic spells >necromancy> summon/rise> skeleton/zombie/zombie dragon/black knight etc, mass drain life (3-5 hp from each target ) ?[/quote] I'm going to let Heavenfall and seanw3 take care of the summons bit with their massive Goetia mod. I'll look into the mass drain life spell. Good idea.
Coming Soon in v .80: Icons! Aetherial Gateway; Arcane Missile; Driving Force (damn transparency :-p )
Thanks for the feedback! I essentially want recovery to be strategic heal all (or almost all) wounds spell, thus the high per-shard bonus, so I really don't want to remove the +12 shard bonus. I do agree with you that it might need some other sort of downside. Here are some options that I'm thinking about for it: casting time of 1 immobilize the army for 1 season must be cast in a city requires the Healer trait </u